Btw for those of you struggling with Chun like I was, be sure to make use of your jlk. It’s a game changer. If she’s close and trying to use it to instant AA press it early for a trade that will land you in mix up range. If she’s looking for the jump in after fireball you can use it to trade and land in mix up range and even cross her up depending on the distance.
That is an interesting OS, but it definitely does not look foolproof at all. What if they jumpback, or backdash, or some sort of evasive move that dodges grab and avoids HP bolt? I think it’s better to just react and do it if rather than OSing it.
Looking at it right now, she might have the worst low game. I think you literally have to fight her holding back most of the time instead of down back, like SFxT Bryan. Cr.lk is only a threat with super, CR.mk only goes to LP bolt and is a commitment w/ no combo options, and her sweep is OK but no better or worse than the rest of the cast, and is punishable of course. Blocking high deals with the frame traps and also deals with her overhead that’s punishable. They were clearly scared giving her lows would overpower her and overshadow other cast members like mika. Still it’s a huge hole in her game, even necalli combos off lows and they don’t really affect his game plan.
Also, dont mean to be a dick, but there’s already a huge plethora of info already on the first page detailing meaty timings and bnbs, feel free to look through that before asking a question or posting some combo.
I hardly use Laura’s critical art. I use it after a Block LP bolt charge. So far I’m 10 for 10 lmfao. Not sure viable it is now but I’m pretty damn sure it will cause some mind games later down the road.making people by ck after a bolt charge and can continue your pressure.
After counter-hit MP+MK my c HP is not hitting, only in the corner. And CH MP+MK, c HP>QCB+PP seems not to work either in the corner, the EX misses and regular one too.
various combinations of jabs/shorts xx LP bolt charge
st/cr MP/HP xx MP bolt charge
cr MK xx LP bolt charge
fHP > HP xx HP bolt charge
Thats really it, you just fish with those starting normals into bolt charge. The same normals that combo into MP bolt charge also combo into Thunder Clap (Use the HP version, combos from the furthest distance). Thunder clap cancels into CA so you can replace xx MP bolt charge with: xx HP Thunder Clap xx Critical Art
The video I found was just the block then jump back, no inputs or audio other than game. It was not whiff throw heavy bolt. This was to catch people who start to up back after being caught by command throw setups.
I’m sure that most people know this, but if the opponent quickrises any of Laura’s knock downs and you meaty them, you don’t get any pressure after they block it. However, if you use walk up s.mk as a meaty, you can time it so that you are plus and can get continued pressure.The only real downside is that if they press a button or don’t block on wake up you can’t do a combo but it still conditions the opponent to not press buttons which is really good for Laura.
I’m kinda wondering what uses St.mk really has. My guess is its supposed to be a far range antiair due to its hitbox and active frames, plus the crossup shenanigans. If not, the move is -1 and doesn’t get you any sort of combo, so why even do it when St.HK reaches farther and gives a CC allowing combo. And if you’re in the close range, she can just go for her other pokes which can give you more. It’s not even special cancellable.
It’s a pretty decent pressure tool… you can cancel it into dashes and overheads or even V-Trigger if you are good at hit confirming(I’m looking at you 3S players).
Don’t know if this combo was posted, but here’s a combo to land when they are dizzy:
Max charge hp fireball > st hk (fb hits afterwards) > toward hp hp target combo > hp elbow… Very good damage. Needs to be at the right range.
It’s easier to land a st hp after the fb hits if you like, and from there you can either v trigger, ex fb for reset, or hp fireball to critical art if you have the meter.
I’ve been having mild success using it as a wiff punish and counter for opponents with good long range normals. It’s not the easiest punish in the world but I’m focusing heavily on footsies right now and it’s getting easier. It’s very satisfying too when nash and chun are trying to pressure/feint and you just nail them.